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It would be useful to be able to define, either by variables in the UI/settings or in the script itself, a way to have global (parse -> action)s defined.
For example:
Stop/pause script execution if someone walks into your area.
Stand if you are knocked down (without having to rely the function in combat scripts that will stand if you try an action that says you must be standing - this wastes time).
Notes
Types of action-on-parse scenarios:
Checking incoming Data for values, set state.commandOverride to new value.
Checking incoming Data and state.commandOverride for values, set state.commandOverride to new value.
Checking incoming Data and continuing the script by calling sendNextCommand
Checking incoming Data and state.extConfig setting value for values, use setTimeout with optional override delayInMs to send a new, custom, one-off command.
Checking incoming Data and current State variable(s) by name for values, using the State variable(s) by name to construct new commands to set state.X to new values, ie:
It would be useful to be able to define, either by variables in the UI/settings or in the script itself, a way to have global (parse -> action)s defined.
For example:
Notes
Types of action-on-parse scenarios:
state.commandOverride
to new value.state.commandOverride
for values, setstate.commandOverride
to new value.sendNextCommand
state.extConfig
setting value for values, usesetTimeout
with optional override delayInMs to send a new, custom, one-off command.state.X
to new values, ie:state
variable based on outcomes from the checks.sendDelayedCommands
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